Maiden of Vigilance Tomb of Sargeras Raid Strategy Guide

This guide provides tips and strategies for defeating the Maiden of Vigilance encounter on Normal Difficulty in Tomb of Sargeras. Changes to the fight for Looking for Raid, Heroic and Mythic difficulties are listed below in their respective sections, including tips and strategies for dealing with the new mechanics introduced in these difficulties.

Maiden of Vigilance is a two phase encounter which requires careful raid positioning to deal with the Infusion debuffs that will be coating the entire raid. Maiden of Vigilance will cycle through her two phases until either she dies or she enrages. Players will need excellent timing to deal with the Unstable soul and high output to meet the rigorous requirements set by her short enrage timer and high raid wide damage.

Maiden of Vigilance is the 7th boss in the Tomb of Sargeras Raid; available June 20th on Normal / Heroic, difficulty, June 27th on Mythic, July 25th on LFR.

Mythic Maiden of Vigilance World Firsts

Loot

Loot starts at 885 on LFR, 900 on Normal, 915 on Heroic, and 930 on Mythic.

Which debuff players gain seems to be entirely random, apart from the tanks which will always receive opposite Infusions from one another.

Both the Teufelsinfusion and Lichtinfusion will deal a light amount of ticking damage every 3 seconds over the course of its indefinite duration.

If a Fel Infused player takes Holy damage or if a Light Infused player takes fire damage, or if players will opposing Infusions stand within 3 yards of one another, they will receive the Instabile Seele debuff.

Players afflicted with Instabile Seele must jump into the large hole in the middle of the encounter area with at most 1.5 seconds before expiration. If you jump too early you will fall to your death. If you don't jump at all and you will potentially kill your entire raid.

If timed correctly this will cause the Instabile Seele to deal no damage to the raid, and the afflicted player can use the knock up from the explosion to return to the encounter area.

If players enter too early, they will have fallen too far down for the knockback effect of the Instabile Seele to return them to the encounter area. In this situation they will simply fall to their deaths.

Do note that the knock up is also a knock back, so players should face their back towards the edge of the hole to guarantee that they return to the encounter area.

On normal difficulty, players falling in the well will fall slower than usual, allowing more wiggle room to mistime jumping into the well for the Instabile Seele

Ideally you will have very few of these Instabile Seeles go out onto the raid, as everyone should avoid their non-matching damage type, however the boss will occasionally apply up to 3 of them on random players when she casts Masseninstabilität, so you always need to be prepared to get to the edge of the hole and jump in just as your debuff hits that 1.5 second mark.

If infused players stick with their own it's unlikely you'll have excessive Instabile Seele debuffs.

To keep the Instabile Seeles to a minimum, you must split the raid into two sides, with one side being Fel Infused and one side being Light Infused.

This reduces the chance of players with non matching Infusions going near one another.

As soon as the raid has been Infused, players should run the their Infusion assigned side as soon as possible.

There is a 5 second grace period after Infusion is applied, allowing players with opposing Infusion types to stand on top of one another.

Use this grace period to move quickly to the correct side of the boss.

Hammer der Schöpfung is always cast first, and deals a burst of physical damage to the tank and an additional burst of Holy damage in a 20 yard cone which is split between all players who are hit.

As this damage is Holy, the Holy Infused tank should take the Hammer, and only players with the Lichtinfusion should help share the damage, as otherwise unnecessary Instabile Seeles will trigger.

It is also possible for the tank to face this cast away from anyone else and solo the hit. This reduces overall movement needed by the raid which helps increase output, however it will require a large damage reduction and strong gear to pull off without dying.

As this damage is fire, the Fel Infused tank should take the hammer, and only players with the Teufelsinfusion should help share the damage, as otherwise unnecessary Instabile Seeles will trigger.

Much like the Hammer der Schöpfung, this hammer is also soloable by the tank. Just make sure that the tank has adequate cooldowns and gear to survive the hit.

45 seconds into the fight, Phase Two will begin.

Phase Two Abilities

During Phase Two, the raid will need to dodge or absorb Essenzfragmente orbs whilst dealing enough damage to break through her Titanisches Bollwerk shield. Once this is achieved you must interrupt her Zorn der Schöpfer and then the boss will transition back into Phase One.

Immediately upon entering Phase Two, the Wachsame Maid will cast several spells in rapid succession.

She will teleport to the direct opposite side of the room and cast Rückstoß.This will stun players by up to 12 seconds, with the stun duration being lower for players further away from her.

Players must not premove to the otherside of the room before the transition, as otherwise their stun duration will be too high.

Instead players should remain in their Phase One positions to counteract the Rückstoß.

This is a large damage absorption shield which also prevents all interrupts whilst it is active.

She'll then immediately channel Zorn der Schöpfer, which will deal ever increasing ticking damage to the entire raid. Players must break through her shield and interrupt her as soon as possible. If Zorn der Schöpfer deals damage 30 times the boss will cast Leben auslöschen, which deals lethal damage to the entire raid.

The orbs have a very small hit box so you must be right within their waypath. When soaked you'll also buff any other matching players within 5~ yards.

On top of this, the Maiden will send out waves of Essenzfragmente orbs that travel around the the edges of the encounter area. There are two different orb types, Creation (Light orbs) and Hammer der Auslöschung (Fel orbs).

Players that collide with the orbs will absorb them. If the orb matches their Infusion type, it will give the player and nearby allies either Anmut des Schöpfers or Kraft des Dämons, which is a buff that increases damage by 10% and healing by 5% for 20 seconds, stacking up to 10 times.

Players want to remain on their Infusion assigned sides and group up. All incoming orbs that match that groups Infusion then want to be soaked, preferably with as many players close to it as possible to spread the output increasing buff they provide. All non-matching orbs should be avoided - this is easily achieved by standing on the tramlines between the orbs.

The orbs travel towards players in rows consisting of three randomly coloured orbs.

This may lead to situations where mutliple orbs of the matching Infusion type come towards the group.

In this situation, players should focus on gathering a single matching orb, rather than trying to gather multiple orbs per row.

After 12 rows of orbs have travelled out from the boss, she will stop spawning them.

After the first Phase two, each Phase One will last 1:30 min rather than 45 seconds. During this time the boss will Infuse the raid twice. When she does this it will overwrite the previous Infusion type.

Players need to pay attention to their Infusion type and move to the correct side of the boss, as it may have changed when the boss recasts Infusion.

Bloodlust Timing

There are multiple potential times to Bloodlust/Heroism/Timewarp effectively in this fight.

Bloodlusting on pull may be the best, as all DPS cooldowns are available and there is minimal movement during this period.

However, Bloodlusting during the second Phase Two can work well, as two minute cooldowns will allign with this point, and everyone should have high stacks of either Anmut des Schöpfers or Kraft des Dämons.

Looking for Raid Difficulty

Aside from abilities dealing less damage on Looking for Raid Difficulty in comparison to Normal Difficulty, there are changes made to the encounter to make the fight easier to deal with.

The Instabile Seele now only deals damage to the afflicted player when it explodes, rather than the entire raid.

This means that you do not need to jump down the hole in the middle of the room on Looking For Raid difficulty.

Additionally, the Titanisches Bollwerk gained in Phase Two is substantially weaker, removing some of the strain of soaking the Essenzfragmentes as damage output is not as important.

Heroic Difficulty

Aside from abilities dealing more damage on Heroic Difficulty in comparison to Normal Difficulty, there are changes made to the encounter to make the fight harder.

Players will not fall slowly whilst within the well, and instead will fall at regular speed.

This requires players to time jumping into the well more carefully when afflicted with Instabile Seele.

The Hammer der Schöpfung will also cause a pool of Light Remanence to form underneath the tanks location. This pool deals ticking damage to anyone who stands within it, so nearby players should side step out of it.

The Light Remanence pool will slowly decay, as it does it will send out Lichtechos bolts toward the location of random players.

When these bolts land they will deal a burst of Holy damage to anyone within 4 yards.Players must move out of these to avoid taking excess damage, especially if afflicted with the Teufelsinfusion as the Holy damage will trigger an Instabile Seele.

The Hammer der Auslöschung will spawn a pool of Fel Remenence which will deal ticking fire damage to anyone who stands within it and send out Teufelsechos bolts to the location of random players.

Players must move out of these to avoid taking excess damage, especially if afflicted with the Lichtinfusion as the Fire damage will trigger an Instabile Seele.

As the damage of the abilities in the encounter has been increased, this causes strain in two particular areas, the Hammers and the Titanisches Bollwerk.

As the damage from the Hammers has been increased, under-geared/under-experienced tanks may struggle to solo soak the ability, especially in larger raid sizes. This may mean that you will need to split the damage with the rest of the raid more often than on Normal Mode.

As the damage absorption shield gained through the Titanisches Bollwerk is substantially larger than on Normal, collecting a large amount Essenzfragmentes takes higher priority, as the damage output buff gained from them helps break through the larger shield.

Mythic Difficulty

Aside from abilities dealing more damage on Mythic Difficulty in comparison to Heroic Difficulty, there are two key changes made to the encounter to make the fight harder to deal with.

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Kommentar von kived

Are the Remanences and Echoes heroic/mythic only? Or was the fight bugged last night? Because it certainly wasn't happening for us in normal. The Hammers were cast, we split the damage, and that was that. No Remanance pools or Echoes.

Kommentar von MapleWarrior

Is this the Maiden of Virtue's big sister?

Kommentar von grekb

It seems that the orbs only give the Anmut des Schöpfers and Kraft des Dämons on the player that soaks them, not to the players wihin 15yards. Maybe it is bugged at the moment

Kommentar von Kaerfemagsh

so from what i am finding it seems this boss can only be done once the 6 before it are defeated, yet this boss seems easier than most of the others in this place...

Kommentar von quizzlefix

This is a 1 tank fight. People who fall down the hole without the debuff to bounce them out will die cannot be resurrected (ever!).

If you get a giant red timer above your head, jump down the hole just before the timer for the Instabile Seele debuff expires, and keep your back to the boss since you'll be thrown out again

When she casts Infusion, you will get a debuff which is either yellow (holy) or green (fel). The boss will also teleport across the room and as you run to her, avoid orbs that do not match your colour. You can pick up orbs that match your colour for a damage boost, but the safest option is to just stick to the golden lines on the ground and avoid all orbs.

Pop dps cooldowns as she is channeling Titanisches Bollwerk to burn through her shield and interrupt her - if she completes the cast you will wipe. Interrupting her will also remove the holy/fel mechanic.